Adding some basic Android native setup
git-svn-id: file:///fltk/svn/fltk/branches/branch-1.3-porting@10992 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
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30
Android/AndroidManifest.xml
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30
Android/AndroidManifest.xml
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<?xml version="1.0" encoding="utf-8"?>
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<!-- BEGIN_INCLUDE(manifest) -->
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.example.native_activity"
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android:versionCode="1"
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android:versionName="1.0">
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<!-- This is the platform API where NativeActivity was introduced. -->
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<uses-sdk android:minSdkVersion="9" />
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<!-- This .apk has no Java code itself, so set hasCode to false. -->
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<application android:label="@string/app_name" android:hasCode="false">
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<!-- Our activity is the built-in NativeActivity framework class.
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This will take care of integrating with our NDK code. -->
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<activity android:name="android.app.NativeActivity"
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android:label="@string/app_name"
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android:configChanges="orientation|keyboardHidden">
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<!-- Tell NativeActivity the name of or .so -->
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<meta-data android:name="android.app.lib_name"
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android:value="native-activity" />
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.LAUNCHER" />
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</intent-filter>
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</activity>
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</application>
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</manifest>
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<!-- END_INCLUDE(manifest) -->
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25
Android/README.txt
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Android/README.txt
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here's the general process for building and installing an Android application which uses the NDK.
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1. cd to the root of its source code.
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2. Run ndk-build. This builds the native code, and should result in some .so files being put into the libs directory.
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3. android update project --path . --name something
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4. ant debug (or similar). This will build the Java code and create an .apk. Crucially, the build process will pick up the .so files left within the libs directory and include them into the .apk.
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5. adb install bin/name-of-project.apk
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6. Then launch as normal using the Android GUI or using an am start command such as you give.
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6a. emulator -avd Intel_x86
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7. adb shell am start -n com.example.native_activity
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- or -
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adb shell am start com.example.native_activity/android.app.NativeActivity
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8. adb uninstall com.example.native_activity
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- Matt
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11
Android/default.properties
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Android/default.properties
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# This file is automatically generated by Android Tools.
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# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
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#
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# This file must be checked in Version Control Systems.
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#
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# To customize properties used by the Ant build system use,
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# "build.properties", and override values to adapt the script to your
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# project structure.
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# Project target.
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target=android-10
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Android/jni/Android.mk
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Android/jni/Android.mk
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# Copyright (C) 2010 The Android Open Source Project
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#
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# Licensed under the Apache License, Version 2.0 (the "License");
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# you may not use this file except in compliance with the License.
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# You may obtain a copy of the License at
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#
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# http://www.apache.org/licenses/LICENSE-2.0
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#
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# Unless required by applicable law or agreed to in writing, software
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# distributed under the License is distributed on an "AS IS" BASIS,
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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# See the License for the specific language governing permissions and
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# limitations under the License.
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#
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LOCAL_PATH := $(call my-dir)
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include $(CLEAR_VARS)
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LOCAL_MODULE := native-activity
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LOCAL_SRC_FILES := main.c
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LOCAL_LDLIBS := -llog -landroid -lEGL -lGLESv1_CM
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LOCAL_STATIC_LIBRARIES := android_native_app_glue
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include $(BUILD_SHARED_LIBRARY)
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$(call import-module,android/native_app_glue)
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2
Android/jni/Application.mk
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Android/jni/Application.mk
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APP_ABI := all
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APP_PLATFORM := android-10
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307
Android/jni/main.c
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Android/jni/main.c
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/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*/
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//BEGIN_INCLUDE(all)
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#include <jni.h>
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#include <errno.h>
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#include <EGL/egl.h>
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#include <GLES/gl.h>
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#include <android/sensor.h>
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#include <android/log.h>
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#include <android_native_app_glue.h>
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#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, "native-activity", __VA_ARGS__))
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#define LOGW(...) ((void)__android_log_print(ANDROID_LOG_WARN, "native-activity", __VA_ARGS__))
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/**
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* Our saved state data.
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*/
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struct saved_state {
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float angle;
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int32_t x;
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int32_t y;
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};
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/**
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* Shared state for our app.
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*/
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struct engine {
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struct android_app* app;
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ASensorManager* sensorManager;
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const ASensor* accelerometerSensor;
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ASensorEventQueue* sensorEventQueue;
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int animating;
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EGLDisplay display;
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EGLSurface surface;
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EGLContext context;
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int32_t width;
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int32_t height;
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struct saved_state state;
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};
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/**
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* Initialize an EGL context for the current display.
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*/
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static int engine_init_display(struct engine* engine) {
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// initialize OpenGL ES and EGL
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/*
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* Here specify the attributes of the desired configuration.
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* Below, we select an EGLConfig with at least 8 bits per color
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* component compatible with on-screen windows
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*/
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const EGLint attribs[] = {
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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EGL_BLUE_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_RED_SIZE, 8,
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EGL_NONE
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};
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EGLint w, h, dummy, format;
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EGLint numConfigs;
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EGLConfig config;
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EGLSurface surface;
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EGLContext context;
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EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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eglInitialize(display, 0, 0);
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/* Here, the application chooses the configuration it desires. In this
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* sample, we have a very simplified selection process, where we pick
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* the first EGLConfig that matches our criteria */
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eglChooseConfig(display, attribs, &config, 1, &numConfigs);
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/* EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is
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* guaranteed to be accepted by ANativeWindow_setBuffersGeometry().
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* As soon as we picked a EGLConfig, we can safely reconfigure the
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* ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID. */
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eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &format);
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ANativeWindow_setBuffersGeometry(engine->app->window, 0, 0, format);
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surface = eglCreateWindowSurface(display, config, engine->app->window, NULL);
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context = eglCreateContext(display, config, NULL, NULL);
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if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) {
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LOGW("Unable to eglMakeCurrent");
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return -1;
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}
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eglQuerySurface(display, surface, EGL_WIDTH, &w);
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eglQuerySurface(display, surface, EGL_HEIGHT, &h);
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engine->display = display;
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engine->context = context;
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engine->surface = surface;
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engine->width = w;
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engine->height = h;
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engine->state.angle = 0;
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// Initialize GL state.
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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glEnable(GL_CULL_FACE);
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glShadeModel(GL_SMOOTH);
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glDisable(GL_DEPTH_TEST);
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return 0;
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}
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/**
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* Just the current frame in the display.
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*/
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static void engine_draw_frame(struct engine* engine) {
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if (engine->display == NULL) {
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// No display.
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return;
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}
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// Just fill the screen with a color.
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glClearColor(((float)engine->state.x)/engine->width, engine->state.angle,
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((float)engine->state.y)/engine->height, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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eglSwapBuffers(engine->display, engine->surface);
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}
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/**
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* Tear down the EGL context currently associated with the display.
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*/
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static void engine_term_display(struct engine* engine) {
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if (engine->display != EGL_NO_DISPLAY) {
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eglMakeCurrent(engine->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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if (engine->context != EGL_NO_CONTEXT) {
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eglDestroyContext(engine->display, engine->context);
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}
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if (engine->surface != EGL_NO_SURFACE) {
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eglDestroySurface(engine->display, engine->surface);
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}
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eglTerminate(engine->display);
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}
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engine->animating = 0;
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engine->display = EGL_NO_DISPLAY;
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engine->context = EGL_NO_CONTEXT;
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engine->surface = EGL_NO_SURFACE;
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}
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/**
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* Process the next input event.
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*/
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static int32_t engine_handle_input(struct android_app* app, AInputEvent* event) {
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struct engine* engine = (struct engine*)app->userData;
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if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
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engine->animating = 1;
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engine->state.x = AMotionEvent_getX(event, 0);
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engine->state.y = AMotionEvent_getY(event, 0);
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return 1;
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}
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return 0;
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}
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/**
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* Process the next main command.
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*/
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static void engine_handle_cmd(struct android_app* app, int32_t cmd) {
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struct engine* engine = (struct engine*)app->userData;
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switch (cmd) {
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case APP_CMD_SAVE_STATE:
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// The system has asked us to save our current state. Do so.
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engine->app->savedState = malloc(sizeof(struct saved_state));
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*((struct saved_state*)engine->app->savedState) = engine->state;
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engine->app->savedStateSize = sizeof(struct saved_state);
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break;
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case APP_CMD_INIT_WINDOW:
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// The window is being shown, get it ready.
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if (engine->app->window != NULL) {
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engine_init_display(engine);
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engine_draw_frame(engine);
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}
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break;
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case APP_CMD_TERM_WINDOW:
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// The window is being hidden or closed, clean it up.
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engine_term_display(engine);
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break;
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case APP_CMD_GAINED_FOCUS:
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// When our app gains focus, we start monitoring the accelerometer.
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if (engine->accelerometerSensor != NULL) {
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ASensorEventQueue_enableSensor(engine->sensorEventQueue,
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engine->accelerometerSensor);
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// We'd like to get 60 events per second (in us).
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ASensorEventQueue_setEventRate(engine->sensorEventQueue,
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engine->accelerometerSensor, (1000L/60)*1000);
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}
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break;
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case APP_CMD_LOST_FOCUS:
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// When our app loses focus, we stop monitoring the accelerometer.
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// This is to avoid consuming battery while not being used.
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if (engine->accelerometerSensor != NULL) {
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ASensorEventQueue_disableSensor(engine->sensorEventQueue,
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engine->accelerometerSensor);
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}
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// Also stop animating.
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engine->animating = 0;
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engine_draw_frame(engine);
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break;
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}
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}
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/**
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* This is the main entry point of a native application that is using
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* android_native_app_glue. It runs in its own thread, with its own
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* event loop for receiving input events and doing other things.
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*/
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void android_main(struct android_app* state) {
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struct engine engine;
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// Make sure glue isn't stripped.
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app_dummy();
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memset(&engine, 0, sizeof(engine));
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state->userData = &engine;
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state->onAppCmd = engine_handle_cmd;
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state->onInputEvent = engine_handle_input;
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engine.app = state;
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// Prepare to monitor accelerometer
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engine.sensorManager = ASensorManager_getInstance();
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engine.accelerometerSensor = ASensorManager_getDefaultSensor(engine.sensorManager,
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ASENSOR_TYPE_ACCELEROMETER);
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engine.sensorEventQueue = ASensorManager_createEventQueue(engine.sensorManager,
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state->looper, LOOPER_ID_USER, NULL, NULL);
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if (state->savedState != NULL) {
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// We are starting with a previous saved state; restore from it.
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engine.state = *(struct saved_state*)state->savedState;
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}
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// loop waiting for stuff to do.
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while (1) {
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// Read all pending events.
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int ident;
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int events;
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struct android_poll_source* source;
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// If not animating, we will block forever waiting for events.
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// If animating, we loop until all events are read, then continue
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// to draw the next frame of animation.
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while ((ident=ALooper_pollAll(engine.animating ? 0 : -1, NULL, &events,
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(void**)&source)) >= 0) {
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// Process this event.
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if (source != NULL) {
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source->process(state, source);
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}
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// If a sensor has data, process it now.
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if (ident == LOOPER_ID_USER) {
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if (engine.accelerometerSensor != NULL) {
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ASensorEvent event;
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while (ASensorEventQueue_getEvents(engine.sensorEventQueue,
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&event, 1) > 0) {
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LOGI("accelerometer: x=%f y=%f z=%f",
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event.acceleration.x, event.acceleration.y,
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event.acceleration.z);
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}
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}
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}
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// Check if we are exiting.
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if (state->destroyRequested != 0) {
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engine_term_display(&engine);
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return;
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}
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}
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if (engine.animating) {
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// Done with events; draw next animation frame.
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engine.state.angle += .01f;
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if (engine.state.angle > 1) {
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engine.state.angle = 0;
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}
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// Drawing is throttled to the screen update rate, so there
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// is no need to do timing here.
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engine_draw_frame(&engine);
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}
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}
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}
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//END_INCLUDE(all)
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4
Android/res/values/strings.xml
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4
Android/res/values/strings.xml
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<?xml version="1.0" encoding="utf-8"?>
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<resources>
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<string name="app_name">NativeActivity</string>
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</resources>
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Block a user